/*
 * This file is part of the Try! Engine project.
 *
 * Copyright 2010-2011 Emanuele Bertoldi. All rights reserved.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *
 * You should have received a copy of the modified BSD License along with this
 * program. If not, see <http://www.opensource.org/licenses/bsd-license.php>
 */

#include "rendercontext.h"
#include "graphicsmanager.h"
#include "cameranode.h"
#include <glfw.h>

using namespace Try;

RenderContext::RenderContext(CameraNode* camera)
    : m_activeCamera(camera)
{
}

RenderContext::~RenderContext()
{
    this->setActiveCamera(0);

    graphics->unregisterRenderContext(this);
}

void RenderContext::updateContext()
{
    this->onUpdateContext();

    int size = m_listeners.size();

    for (int i=0; i<size; i++)
        m_listeners.at(i)->onContextUpdated(this);
}

void RenderContext::setActiveCamera(CameraNode* camera)
{
    if (camera != m_activeCamera)
        m_activeCamera = camera;

    this->onCameraChanged(camera);

    int size = m_listeners.size();

    for (int i=0; i<size; i++)
        m_listeners.at(i)->onCameraChanged(this, camera);
}

CameraNode* RenderContext::activeCamera() const
{
    return m_activeCamera;
}

void RenderContext::resizeCameraViewport(int width, int height)
{
    if (m_activeCamera)
    {
        float fov = m_activeCamera->fov();
        float near = m_activeCamera->nearClip();
        float far = m_activeCamera->farClip();

        m_activeCamera->setupViewport(width, height, fov, near, far);
    }
}
